public void TryBubl(Vector3 position, int Bubbles)
 {
     if (Bubbles > 0 && Random.Range(0f, 1f) < .2f)
     {
         ParticleMan.Emit(0, Bubbles, position, Vector3.up);
     }
 }
    public void GetNearest(Vector3 v, float force, int pieces)
    {
        List <Transform> l = new List <Transform>();

        if (Forms.Count == 0)
        {
            return;
        }
        l.AddRange(Forms.OrderBy(x => (x.position - v).magnitude));
        int maxN = 0;

        maxN += Mathf.Max(Forms.FindIndex(x => x == l[0]), maxN);

        ParticleMan.Emit(4, Random.Range(0, (int)(force / 10f)), v, Vector3.up);


        for (int i = 0; i < pieces && i < l.Count; i++)
        {
            if (l[i].GetComponent <Rigidbody>() != null)
            {
                continue;
            }
            l[i].parent = null;
            Forms.RemoveAt(0);
            RootSegment rs = l[i].gameObject.AddComponent <RootSegment>();
            rs.BreakForce    = BreakForce;
            rs.StartVelocity = (l[i].position - v).normalized * Mathf.Clamp(force, 0f, 1f);
        }

        Forms = new List <Transform>();
        Forms.AddRange(GetComponentsInChildren <Transform>());
        CalculateBodyStuff();
    }
    void OnCollisionEnter(Collision col)
    {
        ParticleMan.Emit(0, Random.Range(2, 6), transform.position, col.contacts[0].normal);
        ParticleMan.Emit(2, Random.Range(1, 4), transform.position, (GetComponent <Rigidbody>().velocity.normalized * .5f + col.contacts[0].normal));

        if (col.transform.CompareTag("Destructable"))
        {
            _rb.velocity = _oldVelocity * .9f;
            col.gameObject.GetComponent <DestructableBehaviour>().TakeDamage(col.relativeVelocity.magnitude, col);
            StartCoroutine(Die());
        }
        else
        {
            StartCoroutine(Die());
            _lr.widthMultiplier = _lr.widthMultiplier * .7f;
            if (_canDoyng)
            {
                _canDoyng = false;
                if (col.transform.CompareTag("Statue"))
                {
                    AudioMan.PlaySound(SoundName.BulletImapct, transform.position);
                }
                else
                {
                    AudioMan.PlaySound(SoundName.Ricochet, transform.position);
                }
            }
        }
    }
 public override void GrabUpdate()
 {
     base.GrabUpdate();
     ParticleMan.Emit(1, 2, Nozzle.position, Nozzle.forward);
     for (int i = 0; i < 24; i++)
     {
         SudsMaster.TryKillSuds(new Ray(Nozzle.position, Nozzle.forward + new Vector3(Random.Range(-1f, 1f), Random.Range(-1f, 1f), Random.Range(-1f, 1f)) * spread));
     }
 }
Esempio n. 5
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    void InitComputeShader()
    {
        kernelCreateCylinderPsi = CS.FindKernel("CreateCylinderPsi");
        kernelInitPsi           = CS.FindKernel("InitPsi");
        ParticleMan.InitMultiKindKernels(CS, "InitParticles", out kernelInitParticles);

        CS.SetVector("size", isf.size);
        int[] res = isf.GetGrids();
        CS.SetInts("res", res);
        CS.SetInts("grids", res);
    }
 void OnCollisionEnter(Collision col)
 {
     if (col.transform.CompareTag("Bullet") || col.impulse.magnitude > BreakForce)
     {
         if (col.contacts[0].thisCollider.gameObject.name != name)
         {
             GetNearest(col.contacts[0].point, col.impulse.magnitude, col.transform.CompareTag("Bullet") ? 8 : 1);
             ParticleMan.Emit(3, 5, col.contacts[0].point, Vector3.up);
             AudioMan.PlaySound(SoundName.StoneCrunch, col.contacts[0].point);
         }
     }
 }
Esempio n. 7
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    public void InitComputeShader()
    {
        kernelClamp = new int[(int)GPUThreads.T_KINDS];

        ParticleMan.InitMultiKindKernels(CS, "Clamp", out kernelClamp);
        ParticleMan.InitMultiKindKernels(CS, "InitPsiMask", out kernelInitPsiMask);

        kernelFlushPsiMask        = CS.FindKernel("FlushPsiMask");
        kernelInitInkCollisionPsi = CS.FindKernel("InitInkCollisionPsi");
        kernelUpdatePsiGlobal     = CS.FindKernel("UpdatePsiGlobal");

        CS.SetVector("size", isf.size);
        int[] res = isf.GetGrids();
        CS.SetInts("res", res);
        CS.SetInts("grids", res);
    }
    IEnumerator Boost(Vector3 direction)
    {
        _boosting = true;
        _canBoost = false;
        float start             = Time.time;
        float fov               = _camera.fieldOfView;
        float normalizeDuration = (Time.time - start) / BoostDuration;

        while (normalizeDuration < 1)
        {
            ParticleMan.Emit(3, 1, _cam.position + _cam.forward, Vector3.up);
            _rb.velocity        = direction.normalized * BoostIntensity.Evaluate(normalizeDuration) * BoostSpeed;
            _camera.fieldOfView = fov - fov * FovIntensityCurve.Evaluate(normalizeDuration);
            normalizeDuration   = (Time.time - start) / BoostDuration;
            yield return(null);
        }
        Vector3 oldVel = _rb.velocity;

        oldVel.y     = 2;
        _rb.velocity = oldVel;
        _boosting    = false;
    }
    bool CheckWheel(Wheel w, float angle, bool drive)
    {
        Transform t                = w.Parent;
        Vector3   wheelP           = t.localPosition;
        Vector3   oldPosition      = t.position;
        Vector3   oldLocalPosition = t.localPosition;

        wheelP.y        = wheelY;
        t.localPosition = wheelP;

        if (drive)
        {
            t.transform.localRotation = Quaternion.identity;
            t.Rotate(Vector3.up, angle);
            w.SpinDistance += Input.GetAxis($"Vertical_{joystick}") * HorsePower * Time.deltaTime;
        }
        w.SpinDistance = Mathf.Clamp(w.SpinDistance, -TopSpinSpeed, TopSpinSpeed);

        if (Input.GetButton($"Brake_{joystick}"))
        {
            w.SpinDistance = TimeScaledMultiply(w.SpinDistance, 1f / BrakeStrength);
            //body.AddForceAtPosition(forceOnWheel * -pointVelocity.normalized * body.mass * BrakeStrength, t.position);
        }

        //Converts wheel speed to spin
        w.Geo.Rotate(w.Parent.forward, Time.deltaTime * -(180f * w.SpinDistance) / (Mathf.PI * WheelRadius), Space.World);

        if (Physics.Raycast(t.position + t.up * WheelRadius, -t.up, out RaycastHit hit, WheelRadius * 2f + SuspensionDistance, LayerMask.NameToLayer("Road")))
        {
            Vector3 pointVelocity = body.GetPointVelocity(hit.point);             //takes velocity at tire position....

            //UP
            Vector3 normalVelocity = pointVelocity;
            normalVelocity = Vector3.Project(normalVelocity, t.up) *
                             (((normalVelocity - t.up).magnitude > (normalVelocity - t.up).magnitude) ? -1f : 1f);
            w.VertSpeed = normalVelocity.magnitude;

            //SIDE
            Vector3 speedAgainstTread = Vector3.Project(pointVelocity, w.Parent.forward);
            w.counterTread = speedAgainstTread;

            float counterSpeed = speedAgainstTread.magnitude;
            if (counterSpeed > 6f)
            {
                float frameRateMult = 120f * Time.smoothDeltaTime;
                if (UnityEngine.Random.Range(0f, 2f) > 1f)
                {
                    ParticleMan.Emit("dust", 1, hit.point, hit.normal);
                }
                if (UnityEngine.Random.Range(0f, 3f) > 2f)
                {
                    ParticleMan.Emit("dirt", Mathf.FloorToInt(frameRateMult * (counterSpeed - 6f) / 2f) + 1, hit.point, hit.normal);
                }
            }


            //FORWARD
            Vector3 speedWithTread    = Vector3.Project(pointVelocity, w.Parent.right);
            float   currentWheelSpeed = (speedWithTread.magnitude * Vector3.Dot(speedWithTread, w.Parent.right));

            float suspensionActivation = Mathf.Clamp01((WheelRadius * 2f + SuspensionDistance - hit.distance) / SuspensionDistance);
            w.SuspensionActivation = suspensionActivation;

            w.lastForceApplied = suspensionActivation * t.up * SuspensionStrength * body.mass - //upward suspension force
                                 normalVelocity * ShockAbsorb -                                 //counteract vertical momentum
                                 speedAgainstTread * InertiaAbsorb +                            //counter skid momentum
                                 speedAgainstTread.magnitude * t.right * InertiaReroute +       //re-add skid momentum lost to forward direction
                                 Mathf.Clamp(w.SpinDistance - currentWheelSpeed, -MaxTorque, MaxTorque) * TireGripStrength * w.Parent.right;

            float wheelAcceleration = Mathf.Abs(w.SpinDistance - currentWheelSpeed);
            if (wheelAcceleration > 9f)
            {
                float frameRateMult = 120f * Time.smoothDeltaTime;
                if (UnityEngine.Random.Range(0f, 2f) > 1f)
                {
                    ParticleMan.Emit("dust", 1, hit.point, hit.normal - t.right);
                }
                if (UnityEngine.Random.Range(0f, 3f) > 2f)
                {
                    ParticleMan.Emit("dirt", Mathf.FloorToInt(frameRateMult * Mathf.Min(MaxTorque / 3f, (wheelAcceleration - 9f) + 1)), hit.point,
                                     hit.normal - t.right);
                }
            }

            w.SpinDistance = Mathf.Lerp(w.SpinDistance, currentWheelSpeed, .4f);

            //Put wheel on the ground
            t.position = Vector3.Lerp(oldPosition, t.position - transform.up * (hit.distance - WheelRadius * 2f), .2f);
            w.OnGround = true;

            return(true);
        }
Esempio n. 10
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 // Use this for initialization
 void OnEnable()
 {
     Instance = this;
 }